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A jam submission

AttritionView game page

Turn-based strategy with randomized movement.
Submitted by LMG3864 Games (@Lmg3864G) — 23 hours, 33 minutes before the deadline
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Attrition's itch.io page

Results

CriteriaRankScore*Raw Score
Controls / UI#224.0004.000
Overall Fun#783.4003.400
Art / Graphics#843.4003.400
Sound/Music#913.0003.000

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Genre

Strategy

Turn-based | Card Games | RTS | 4X

Rating

Family Friendly

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Comments

Submitted(+1)

I played this game on stream: https://www.twitch.tv/videos/2560917305?t=00h01m37s

Overall, I found that the game balance may be a little off. It was quite grindy / draggy, with a lot of back and forth and not really gaining much ground. Perhaps that's why the game is called Attrition :D

I think having some way to choose where to spawn new troops would be good, so I can choose to spawn my soldiers in a forward position even if the base has empty spots. Otherwise, it leads to me losing the front spot and having to grind forward again.

(+1)
  • Youtube Timestamped Link
  • Graphics : I cannot say I'm a particular fan of the graphical style here, and there seems to be a slight inconsistency with it.
  • Music / Sfx:
    • Music needs more variety.
    • SFX : Die rolling should have a sound effect.
      • The attack sound needs some oomph to it, they're attacking , not asking them to kindly leave.
  • GUI : Works, not a fan but it works, there could be some touch-ups to make it look nicer.
    • The map selection screen should show a name of the map, especially with some maps looking fairly similar.
    • Why is "offer truce" an option for a hot-seat MP game?
    • I kind of feel like the Enemy and Player sidemenus take up too much of the overall screen.
  • Gameplay :
    • Very mixed
    • A game I frequently compared this to was Advance wars, which has it's own issues like being fairly slow when there's a lot of units that need to always be told to defend , attack or move.
      • With this said, this game has it's own unique issues and is still fairly slow.
    • Is there absolutely no unit variety , it's just all infantry? There could be new units that use up more of the dice value (E.G. Tank uses 2 movement or a jeep that uses 0.5).
    • It feels VERY cheesy when an enemy can just walk in front of a line of infantry and just hit your base, there should be some limiting factor to that, either a ZOC per unit where they can't move past or get attacked for moving near (Think D&D AOO) or even just an extra cost to movement for moving through a unit's neighboring cells.
    • Not a fan that you can't use outposts to put down troops unless the HQ has no open spots.
  • Notes :
    • The dice rolling feels like it can screw you over.
    • The dice rolling feels like it hampers fun and just makes the game too reliant on RNG and slows the game down.

As it is, I'm mixed on the game. I think there's some work needing to be done here but the game is 'fine' and playable , I just don't enjoy it much and as a result I only played about 20 minutes and didn't finish the demo levels.

Jam Host(+1)

Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

But you know this all, since you've had other games in the past! So let's skip the preamble and get into the meat.

First, this was just a small thing I noticed but there was a point where the word "assigned" was spelled as "asigned." Want to get this out of the way.

Now onto bigger things. I felt like this game was absolutely dominated by RNG in the dice rolls. During my playthrough, I did the tutorial and the first two stages of the campaign... however, it was primarily the last stage I did that ate the majority of my play time with over 38 minutes on it for one simple reason: the computer, for most of the match, maintained a better rate of high rolls compared to my own. I wish I had been tracking all of the rolls as I'm pretty confident that the computer was well into the double digits when it came to rolls 11 and up while I had made 10 of these total. I even got cursed with the lowest roll possible of 3, something the computer avoided (we both rolled double ones twice, with me getting 3 and 4 total while the computer got 4 and 8 total).

Because of this, I spent so long trying to maintain some sort of frontline only for it to be destroyed in a single turn as the computer would roll 11 or 12 and would wipe out 3 or 4 units at once and just destroy all the progress I made. I'd never be able to get units moved up from the rear to support, because if I didn't use my more forward troops to defend then there would be nobody for the rear units to bring support to. It's worth noting that the computer only got a third base once. After that I was the only one who got the third location. This was within 5 minutes of the stage beginning. Basically, I spent 30 minutes trying to get the rolls I needed to have a front line that could survive more than one turn. Now I get it, the game is called Attrition. It's supposed to be a war of attrition. However, I've never been a fan of games where RNG dictates whether you can make progress or not. This is probably the number one complaint I've made in this event.

The question is how do you fix this? In truth, I don't really know the best solution here. At first I thought about suggesting you get a third dice if you control three bases, but then there's the issue of if the starting rolls favour the computer and allow them to get the third base first. Now they're getting three rolls and the player is going to be screwed due to just how much more efficient the computer is with its moves. So this idea wouldn't work. Other ideas I had also wouldn't work because you're clearly designing the game where the player and the computer have an equal playing field, so any ideas I suggest to give the player would also need to be given to the compute (this is also because of the multiplayer function of the game). So honestly, how you resolve this is something I think only you'll be able to come up with.

There are two other things I also want to pick at. The first is how the red bases work. So I get that it allows the person to fire at someone from two squares away instead of one, but what bothers me is that it can't be used diagonally. I just generally think this should be allowed, as at least then if a red base is surrounded on all cardinals then the unit inside isn't completely useless and guaranteed to die. Second is in regards to how you can't attack a red base tile from a grey base tile. I won't lie, this doesn't make sense from a gameplay standpoint. I believe the idea is that the red base is a tall building and the grey base is a small building... but then units on the ground can somehow attack the tall building? I feel like someone climbing to the top of a small building would have an EASIER time attacking a unit on a tall building compared to someone at ground level.

In the back of my mind I feel like there was something else but I can't remember, so I guess this is where my feedback ends. Keep up the great work, LMG!

Developer(+1)

Heyo hythrain! Thanks for the feedback!

Yea there's a lot of typos. The text system as a whole is wack, as I didn't have a proper localization system at the time. I even tried to update it recently, but it's all too messy and all over the place. I almost want to rebuild the whole game from scratch, but it's a lot of work for little gain atm.

I pretty much agree with all your opinions, so I'll be taking notes to avoid making the same mistakes in the future. Maybe one day I'll have the funds and time for either a sequel or just a full-on remake with better gameplay and systems.


Oh, here's a fun fact. This game started as a board game prototype to figure out the base rules. A lot of the weird stuff like how small buildings interact with tall buildings came from random suggestions made by people. Sadly I didn't know any better back then so I tried to add as many as I could, both for better and worse.

Submitted (1 edit) (+1)

Hello! This is Ikiru from oldflowergames with some comments on your game. Overall it was a neat experience - I see below that this is your first game, and I agree with Luna that it's impressive for a first project! I really only ran into a few bugs, which is a true accomplishment. That said, I had a few notes, which are broken into categories here:

Gameplay:

    • I like the idea of a shared movement pool across all units – it promotes a lot of turn-by-turn strategic thinking. But making the amount of movement per turn random feels arbitrary and frustrating to me. Rolling a 2 then watching an enemy roll a 12 and steamroll past was no fun. If it were somehow tied into an in-game mechanic or resource it could work, but just having dice appear is not convincing, imo.

    • It feels kinda silly that attacks are all melee, since the characters are clearly holding guns... I would get it if the maps looked like they were representing a larger space, but the size feels inconsistent (HQ vs. the Rocks tile, for example).

    • Only having one unit type also feels very limiting. I started the third demo battle and saw that there weren’t any new units on the map so I went ahead and stopped playing. I don’t know if you have more planned for the future, but if they’re in the game, definitely introduce them sooner!

    • I had a huge “inevitable victory” problem while playing. It was most apparent on the second map, where I rolled huge movement and secured two bases before the enemy. At that point I had already won – it was just a matter of waiting for the victory, with no tension. I think there needs to be some kind of comeback mechanic or it just becomes an exercise in tedium.

    • It’s a weird limitation that you can’t deploy troops at the Outposts unless your HQ slots are filled up. On the second map I ended up with tons of units just hanging out at the HQ and Outposts purely for the purpose of letting me deploy more at the most forward Outpost... which only left me with a few units to work with on the front lines.

    • A small thing, but repeating the tutorial steps in the demo missions is not ideal. I know you have to account for players potentially skipping the tutorial, but it’s tedious to see these things repeated once you start the demo missions. Consider tracking the tutorials that the player has already seen to prevent the repetition.

Bugs:

    • Changing the resolution does not actually change anything in Fullscreen or Borderless Fullscreen mode.

    • Typo: “Luckily, if the enemy is inside an adyacent ‘SMALL BUILDING’”

    • In the second Demo mission, I was unable to attack from the Tall Buildings at any range, maybe because they hadn’t been explained yet in the mission? But the enemies were able to use them to their advantage, and they were never explained here.

Polish:

    • Typewriter text does a weird wraparound thing, where words start on one line then jump down to the next. Not a big deal, but does not feel polished. (I got around this in my game (using Unity + TextMeshPro) by populating the full text but incrementing “maxVisibleChars” to make it appear over time instead. Not sure what engine you’re using, but hopefully that can help!)

Music (I’m being more specific here since I saw that the developer also made the music!):

    • Overall, the music is fun but too same-y. I’m glad that you’re not just looping the same song over and over, but all the songs use the same instruments and are maybe even in the same key? Some variety across tracks would be great to hear. An example of a game that does a really great job of this is Loop Hero – the playlist of songs is cohesive, but varied.

    • The main menu music doesn’t make a great impression - The big 80’s drums are cool but the repetitive synths that come in are pretty grating. The B section is really neat, though! Since people aren’t going to spend much time on this screen, I recommend getting to the good stuff more quickly.

    • Victory song is way too quiet compared to the rest.

Overall, I enjoyed the stripped down tactics of the game, and think the presentation has potential. However I felt there were some pretty fundamental flaws in the gameplay that would keep me from playing past the first couple missions. With some more variety and less RNG in the gameplay this could be a neat game, though!

Developer(+1)

Thanks for the feedback! As you can guess, since it was my first project it was all kinds of wacky decisions that could have used some more thought in hindsight.

Pretty much all your points are valid and have likely shown up at some point before. If I made the game nowadays I'd probably address most, if not all of them. More unit variety (rifleman, sniper, shotgunner, etc.), changing what the RNG actually does, showing off the unique objectives (which tbh were added *after* the Demo, still should have changed missions 2 and 3 to use them...), and making the AI a bit better at defending their base

For now, the game will have to remain as-is outside of major bugs. Even typos are hard to track down as I didn't have a proper localization system, so all text is hard-coded (I recently tried to update it and quickly figured out it was too much work for too little gain at this stage). It's already holding together with expired duct tape and broken dreams, so I'd rather not touch it too much.

Still, I'll take notes to make sure I don't make the same mistakes in the future!


Oh, by the way, there's a total of 9 gameplay songs, 3 for each faction. The 3 rhythm instruments are shared among the songs, but the melody instrument changes depending on which faction the song represents. In the campaign, the first song that plays varies with the mission and the faction you play as, but sadly that system was made after the Demo was done.

They also use different keys, but sadly I lost the original files so I can't remember which are used where. Since then I stopped using phone apps to compose music. T_T

(+2)

Hey! I tried your game on stream. 

Honestly, I think your game is solid. I frankly cannot give much critiques beyond better art if you want more attention to it. I love the gameplay, I love the feel of it. Its solid. Frankly, there's more praise than critiques. I hope if you ever make a next game, get some nice art for it, and REALLY hammer it in cuz I see the potential, but it definitely needs more to take it to the next level IF that is what you want.


LINK: https://www.twitch.tv/videos/2557965853

Developer(+2)

Thanks for the feedback!

This is actually my first game. It started as my college graduation project and was expanded into a full game. It was indeed inspired by Advance Wars, but it went in a different direction rather than trying to copy every aspect of it. I've had ideas for a sequel, but never really went into it, and instead ended up making MF-01 Aerostrike.

Attrition's demo also has a few story missions aside of the Tutorial if you ever want to give it another try in the future, as well as local multiplayer.

(+1)

Still pretty damn good for a first game honestly. You have my high praise for your work. I hope you continue to make games in the future.